Probier mal das: Code: #============================================================================== # ¡ Sprite_Shadow (Sprite_Ombre ) # Based on Genzai Kawakami's shadows, dynamisme&features by Rataime, extra features Boushy #============================================================================== CATERPILLAR_COMPATIBLE = true class Game_Party attr_reader :characters end class Sprite_Shadow < RPG::Sprite attr_accessor :character def initialize(viewport, character = nil,source = nil,anglemin=0,anglemax=0,distancemax=0) super(viewport) @anglemin=anglemin.to_f @anglemax=anglemax.to_f @distancemax=distancemax.to_f @character = character @source = source update end def update super if @tile_id != @character.tile_id or @character_name != @character.character_name or @character_hue != @character.character_hue @tile_id = @character.tile_id @character_name = @character.character_name @character_hue = @character.character_hue if @tile_id >= 384 self.bitmap = RPG::Cache.tile($game_map.tileset_name, @tile_id, @character.character_hue) self.src_rect.set(0, 0, 32, 32) self.ox = 16 self.oy = 32 else self.bitmap = RPG::Cache.character(@character.character_name, @character.character_hue) @cw = bitmap.width / 4 @ch = bitmap.height / 4 self.ox = @cw / 2 self.oy = @ch end end self.visible = (not @character.transparent) if @tile_id == 0 sx = @character.pattern * @cw sy = (@character.direction - 2) / 2 * @ch if self.angle>90 or angle<-90 if @character.direction== 6 sy = ( 4- 2) / 2 * @ch end if @character.direction== 4 sy = ( 6- 2) / 2 * @ch end if @character.direction== 2 sy = ( 8- 2) / 2 * @ch end if @character.direction== 8 sy = ( 2- 2) / 2 * @ch end end self.src_rect.set(sx, sy, @cw, @ch) end self.x = @character.screen_x self.y = @character.screen_y-5 self.z = @character.screen_z(@ch)-1 self.opacity = @character.opacity self.blend_type = @character.blend_type self.bush_depth = @character.bush_depth if @character.animation_id != 0 animation = $data_animations[@character.animation_id] animation(animation, true) @character.animation_id = 0 end @deltax=@source.x-self.x @deltay= @source.y-self.y self.angle = 57.3*Math.atan2(@deltax, @deltay ) @angle_trigo=self.angle+90 if @angle_trigo<0 @angle_trigo=360+@angle_trigo end self.color = Color.new(0, 0, 0) @distance = ((@deltax ** 2) + (@deltay ** 2)) if$game_map.shadows==-1 self.opacity = 0 else self.opacity = 1200000/(@distance+6000) end @distance = @distance ** 0.5 if @distancemax !=0 and @distance>=@distancemax self.opacity=0 end if @anglemin !=0 or @anglemax !=0 if (@angle_trigo<@anglemin or @angle_trigo>@anglemax) and @anglemin<@anglemax self.opacity=0 end if (@angle_trigo<@anglemin and @angle_trigo>@anglemax) and @anglemin>@anglemax self.opacity=0 end end end end #=================================================== # ¥ CLASS Sprite_Character edit #=================================================== class Sprite_Character < RPG::Sprite alias shadow_initialize initialize def initialize(viewport, character = nil) @character = character super(viewport) @ombrelist=[] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["s"]) if (character.list[1]!=nil and character.list[1].code == 108) @anglemin=character.list[1].parameters[0] end if (character.list[2]!=nil and character.list[2].code == 108) @anglemax=character.list[2].parameters[0] end if (character.list[3]!=nil and character.list[3].code == 108) @distancemax=character.list[3].parameters[0] end for i in $game_map.events.keys.sort if ($game_map.events[i].is_a?(Game_Event) and $game_map.events[i].list!=nil and $game_map.events[i].list[0].code == 108 and $game_map.events[i].list[0].parameters == ["o"]) @ombrelist[i+1] = Sprite_Shadow.new(viewport, $game_map.events[i],self,@anglemin,@anglemax,@distancemax) end end @ombrelist[1] = Sprite_Shadow.new(viewport, $game_player,self,@anglemin,@anglemax,@distancemax) #=================================================== # œ Compatibility with fukuyama's caterpillar script #=================================================== if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil for member in $game_party.characters @ombrelist.push(Sprite_Shadow.new(viewport, member,self,@anglemin,@anglemax,@distancemax)) end end #=================================================== # œ End of the compatibility #=================================================== end shadow_initialize(viewport, @character) end alias shadow_update update def update shadow_update if @ombrelist!=[] for i in 1..@ombrelist.size if @ombrelist[i]!=nil @ombrelist[i].update end end end end end #=================================================== # ¥ CLASS Scene_Save edit #=================================================== class Scene_Save < Scene_File alias shadows_write_save_data write_save_data def write_save_data(file) $game_map.shadows = nil shadows_write_save_data(file) end end #=================================================== # ¥ CLASS Game_Map edit #=================================================== class Game_Map attr_accessor :shadows end
#============================================================================== # ¡ Sprite_Shadow (Sprite_Ombre ) # Based on Genzai Kawakami's shadows, dynamisme&features by Rataime, extra features Boushy #============================================================================== CATERPILLAR_COMPATIBLE = true class Game_Party attr_reader :characters end class Sprite_Shadow < RPG::Sprite attr_accessor :character def initialize(viewport, character = nil,source = nil,anglemin=0,anglemax=0,distancemax=0) super(viewport) @anglemin=anglemin.to_f @anglemax=anglemax.to_f @distancemax=distancemax.to_f @character = character @source = source update end def update super if @tile_id != @character.tile_id or @character_name != @character.character_name or @character_hue != @character.character_hue @tile_id = @character.tile_id @character_name = @character.character_name @character_hue = @character.character_hue if @tile_id >= 384 self.bitmap = RPG::Cache.tile($game_map.tileset_name, @tile_id, @character.character_hue) self.src_rect.set(0, 0, 32, 32) self.ox = 16 self.oy = 32 else self.bitmap = RPG::Cache.character(@character.character_name, @character.character_hue) @cw = bitmap.width / 4 @ch = bitmap.height / 4 self.ox = @cw / 2 self.oy = @ch end end self.visible = (not @character.transparent) if @tile_id == 0 sx = @character.pattern * @cw sy = (@character.direction - 2) / 2 * @ch if self.angle>90 or angle<-90 if @character.direction== 6 sy = ( 4- 2) / 2 * @ch end if @character.direction== 4 sy = ( 6- 2) / 2 * @ch end if @character.direction== 2 sy = ( 8- 2) / 2 * @ch end if @character.direction== 8 sy = ( 2- 2) / 2 * @ch end end self.src_rect.set(sx, sy, @cw, @ch) end self.x = @character.screen_x self.y = @character.screen_y-5 self.z = @character.screen_z(@ch)-1 self.opacity = @character.opacity self.blend_type = @character.blend_type self.bush_depth = @character.bush_depth if @character.animation_id != 0 animation = $data_animations[@character.animation_id] animation(animation, true) @character.animation_id = 0 end @deltax=@source.x-self.x @deltay= @source.y-self.y self.angle = 57.3*Math.atan2(@deltax, @deltay ) @angle_trigo=self.angle+90 if @angle_trigo<0 @angle_trigo=360+@angle_trigo end self.color = Color.new(0, 0, 0) @distance = ((@deltax ** 2) + (@deltay ** 2)) if$game_map.shadows==-1 self.opacity = 0 else self.opacity = 1200000/(@distance+6000) end @distance = @distance ** 0.5 if @distancemax !=0 and @distance>=@distancemax self.opacity=0 end if @anglemin !=0 or @anglemax !=0 if (@angle_trigo<@anglemin or @angle_trigo>@anglemax) and @anglemin<@anglemax self.opacity=0 end if (@angle_trigo<@anglemin and @angle_trigo>@anglemax) and @anglemin>@anglemax self.opacity=0 end end end end #=================================================== # ¥ CLASS Sprite_Character edit #=================================================== class Sprite_Character < RPG::Sprite alias shadow_initialize initialize def initialize(viewport, character = nil) @character = character super(viewport) @ombrelist=[] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["s"]) if (character.list[1]!=nil and character.list[1].code == 108) @anglemin=character.list[1].parameters[0] end if (character.list[2]!=nil and character.list[2].code == 108) @anglemax=character.list[2].parameters[0] end if (character.list[3]!=nil and character.list[3].code == 108) @distancemax=character.list[3].parameters[0] end for i in $game_map.events.keys.sort if ($game_map.events[i].is_a?(Game_Event) and $game_map.events[i].list!=nil and $game_map.events[i].list[0].code == 108 and $game_map.events[i].list[0].parameters == ["o"]) @ombrelist[i+1] = Sprite_Shadow.new(viewport, $game_map.events[i],self,@anglemin,@anglemax,@distancemax) end end @ombrelist[1] = Sprite_Shadow.new(viewport, $game_player,self,@anglemin,@anglemax,@distancemax) #=================================================== # œ Compatibility with fukuyama's caterpillar script #=================================================== if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil for member in $game_party.characters @ombrelist.push(Sprite_Shadow.new(viewport, member,self,@anglemin,@anglemax,@distancemax)) end end #=================================================== # œ End of the compatibility #=================================================== end shadow_initialize(viewport, @character) end alias shadow_update update def update shadow_update if @ombrelist!=[] for i in 1..@ombrelist.size if @ombrelist[i]!=nil @ombrelist[i].update end end end end end #=================================================== # ¥ CLASS Scene_Save edit #=================================================== class Scene_Save < Scene_File alias shadows_write_save_data write_save_data def write_save_data(file) $game_map.shadows = nil shadows_write_save_data(file) end end #=================================================== # ¥ CLASS Game_Map edit #=================================================== class Game_Map attr_accessor :shadows end
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